Really enjoyed the game, it was right on the theme. I love the level design that it teaches me what to do for the rest of the game within the first 2 levels. I tried to play for a really long time to see the end screen but it seems endless. I got to really big levels that I know how to solve but just didnt get enough length, which suggests that the puzzle element could be enforced more strongly. I also think you should display the number of level passed so there is some sort of recognition to what I have done in the game, otherwise it doesnt feel rewarding to pass levels. That said, the difficulty curve is great, and as everyone is saying, the quirky movement is super slick, I really dig it. Great work dude!
Viewing post in Snake: Full Circle jam comments
Thanks, I'm glad you enjoyed it. I actually wrote an algorithm that generates these mazes so I didn't actually hand-make any of the levels, they are endless. The small levels worked out well for teaching the mechanic without text because it doesn't take long before you are forced to eat your own tail. A level counter was definitely something I forgot about until just after the submission deadline. There is actually no failure state, so even if you pick up all the good and bad pickups, you will end up getting gradually long enough to beat the level. The bad pickups just slow down your progress really. Thanks for the feedback.
I know, that's what I realize too, when I pick up a garbage I lose one length unit but a new apple is spawned somewhere else (let say apple type B) so in fact my potential length is maintained the same (I thought of it as a length bank when I was playing haha). Then I know I don't need to worry for the garbage but focus on the apple that is actually the one that the game spawns (say type A). However 2 types of apples look the same so I got confused sometimes. Seeing through this, on one hand, lets me know that I don't have to worry about losing, but on the other hand tells me that it would just take much longer to solve the puzzle that essentially *will certainly* be solved - which takes away the urge to continue.
P.S Also looking at the responses that you have in this submission page, I reckon people spent like less than 1 minute for your game? It's crazy how rushed playing game jams could be.